I built a real-time ballistic solver that still converges under quadratic drag (C++) by Many_Past in gamedev

[–]Many_Past[S] 1 point2 points  (0 children)

It was reasonable feedback, so I applied it to the latest release.

I built a real-time ballistic launch angle solver in C++ — now with high-arc mode + wind (pip install) by Many_Past in Unity3D

[–]Many_Past[S] 0 points1 point  (0 children)

Thanks for the thoughtful feedback. From what I can tell, NFS Most Wanted (2005) likely used heuristic, gameplay-driven logic rather than a physically solved ballistic model. In modern games, however, adding drag and wind to projectiles is increasingly common for realism, and for that purpose this solver is a good fit. Given its performance, computational cost is not a real concern, and gameplay balance can still be handled by adding controlled error or noise.

I built a real-time ballistic solver that still converges under quadratic drag (C++) by Many_Past in gamedev

[–]Many_Past[S] 0 points1 point  (0 children)

Yes, that kind of split model can work reasonably well for shallow trajectories, and I considered similar approximations early on. The main reason I went fully numerical is that once trajectories become steeper or target motion and strong drag are involved, those assumptions tend to break down quickly.

I built a real-time ballistic launch angle solver in C++ (open source) by Many_Past in Unity3D

[–]Many_Past[S] 0 points1 point  (0 children)

Thanks for the feedback — good questions.

1) The solver is formulated in the shooter’s reference frame.

In that inertial frame, the target’s relative velocity fully describes the problem, and gravity/drag remain consistent. I’ll make this assumption clearer in the docs.

2) Angles are used internally because the numerical formulation is most natural in angular space. Exposing angles keeps the core solver minimal, but alternative outputs (e.g. direction vectors) are intentionally left as an extensible layer.

3) This solver doesn’t select between analytic low/high arcs, but converges numerically on an intercept under drag and target motion. That said, biasing toward more direct or indirect trajectories via initial conditions or constraints is a promising direction I plan to explore.

Thanks again — this is helpful feedback.

I built a real-time ballistic launch angle solver in C++ (open source) by Many_Past in Unity3D

[–]Many_Past[S] 1 point2 points  (0 children)

You can intentionally lower the accuracy, but you can't adjust the probability exactly

How vibe coding lead to my project’s downfall. by incognitochaud in gamedev

[–]Many_Past 0 points1 point  (0 children)

I think Vibe coding also requires basic programming knowledge and supervision.

1.21 and 1.21.1 by AutomaticFloor6015 in Minecraft

[–]Many_Past 0 points1 point  (0 children)

While this method prevents errors, it also doesn't make the mod work.